Unlike Health/Attack enchantments and auras, cost-modification enchantments and auras have no special priority over one another. When there are multiple cost-modification effects, they are applied in the order in which they have been generated (from oldest to newest notice that cards that were in a player's deck at the beginning of the game still have that timestamp when drawn) the only exception is Summoning Portal, which is always applied first even if played last. The only exception is Raza the Chained, whose effect lasts for the rest of the game. Usually these enchantments have a limited duration and expire by themselves "the next time something happens" (which can be many turns later, such as for Dragon Consort and Fencing Coach) or "at the end of the turn". Some cost-modification enchantments (such as Preparation and Saboteur) are attached to a player instead of a card.Cost-modification enchantments that are attached to a card in hand are removed once the modified card is played: effects which depend on mana cost will then use the original mana cost of the card and, if it is returned to the hand, re-playing it will cost the original amount.Įxample: A Bloodfen Raptor drawn with Call Pet costs 0 mana when first played, but would cost 2 mana to re-play if returned to the hand by Youthful Brewmaster, and would be transformed into a 2-Cost minion if targeted by Recombobulator.Cost-modification enchantments that are attached to a card in a player's deck (such as due to Renounce Darkness) are not removed when the modified card is drawn.Cost-modification enchantments may be created by spells (like Unstable Portal), triggered effects (like Emperor Thaurissan) or Battlecries (like Millhouse Manastorm and Saboteur).Ongoing effects that modify the mana cost of other cards or Hero Powers (such as Mana Wraith and Maiden of the Lake) apply a modifier to all eligible cards currently in hand (but not to cards in play) and to eligible Hero Powers: removing or neutralising (for example by using Silence effects) the source of the effect will therefore immediately remove the modifier from any affected card or Hero Power.Įxample: A Mechwarper would allow a Clockwork Gnome to be played for 0 mana, returned to the hand, and played for 0 mana again, but even with the Mechwarper in play a Recombobulator would cause the Clockwork Gnome to be transformed into a 1-Cost minion, not a 0-Cost one.Most of them are ongoing effects, while a few ( Nerubian Prophet, Knight of the Wild) are triggered effects. Cards that modify their own mana cost (such as Dread Corsair) only work while in the player's hand: they have no effect while the card is anywhere else, such as in the player's deck or in the battlefield (see in-hand effects for details).These effects either are ongoing effects or act by creating cost-modification enchantments (for a complete list see Cards below). The distribution of mana costs in a deck is the mana curve, an important strategic consideration.Įffects may reduce or increase the cost of cards and Hero Powers, or set them to a specific value. The mana cost of a card determines how early or late in the game it may be played and is usually an indicator of the card's overall power. Mana cost might be considered an attribute or statistic of a card, but does not affect the card in combat. However, some effects can modify mana costs (even though not below 0). Most cards have mana costs in the 0-10 range, while all playable Hero Powers cost 2 mana (with the exception of the Demon Hunter's Demon Claws). This is relevant when cards like Evolve affect minions based on their cost, or when minions are returned to the hand. When a card is played or a Hero Power is used, its mana cost is deducted from the player's available mana for that turn.Īll cards and Hero Powers have mana costs, even those not normally played from the hand (such as minions summoned by summon effects like Murloc Tidehunter's Battlecry or Unleash the Hounds). The number is displayed inside a blue crystal in the upper left corner of each card, and at the top of each Hero Power. The mana cost of a card or Hero Power determines how much mana is required to play that card from the hand or to use that Hero Power.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |